[quote=@Alfhedil] Will have to watch the bulkheads, but if there's room for potential space marines, there's room for an Ogryn. As long as they don't go pulling panels or taking things apart, our Rogue Trader has a fairly ancient vessel that's been in the family for [b][i]a while[/i][/b] and the family would be fairly upset if something broke lol. On the point of a Ratling, really don't mind at all. Kind of had a bingo card for what we were expecting first and that's a pleasant surprise not going to lie lol. Though I suppose we'll have to wait and see what regiment he's from. Otherwwise we welcome our grim dark Bilbo Baggins. As for the rest of the post, yeah I know there's a fair few out there who also rather enjoy a good jaunt into the 41st/42nd millenium, and while I do appreciate any love for the setting, a lot of the typical fare has left me a little jaded. Grim Dark can be fun, and it can certainly be a very interesting setting to explore, but not when there's very little else to go on. Most 40K RPs I see around are overly focused on the darker parts of the setting, the cruelty and suffering, thirsting laughter of dark gods and all that. Not to mention it is often hard to have an open 40K RP where people can come in and have all the options that are truly available. Which really kind of gets me onto the whole aspect of "But [i]why[/i] a Rogue Trader?" and it's for multiple reasons. Primarily, I want something where we can have a crew of a former Rubric Marine, Tau Pathfinder, Skitarii Praetorian, and ex-Arbites all working under a half-Aeldari captain. Being a Rogue Trader kind of opens the door for all that like an Inquisitor but with less red tape and restrictions. But not only that... Well, it is one of the few places where there is still some semblance of hope, where you can find some actually happy people. And that's what I'm shooting for. Some big dumb adventure in space with a bunch of people who if they were anywhere else, would be seconds away from killing each other. However, since I have three more points of interest that I was expecting within the first 24, I figure it would be beneficial to drop what we've got at the moment for a CS skeleton. [hider=Character Sheet] Name: Age: Species: Yes, xeno are allowed within reason Place of Origin: It's a big galaxy Personality: At the very least a baseline understanding of who they are, how they deal with others around them and their motivations. Something that a Rogue Trader would know before they board her ship if she's hiring them. Physical Description: (Art helps, but we'd still like at least some written description all the same) [url=https://wh40k.lexicanum.com/wiki/The_Assignment]Assignment Rating:[/url] Within reason, for the sake of my sanity please. Abilities: (If your character registers in the assignment above, or has any other kinds of inherent abilities. Be they from xeno-physiology, gene-modding, etc) Skills: Anything that wouldn't be from the above and would be more in line with something like guardsman training or experience in other fields Wargear: Weapons, armor and anything of importance to your character that really should be known about History: At the very least, and I do mean at the absolute bare minimum, what someone would know before and upon hiring an individual. More details are of course better, and even better than that are those that help bring an understanding of why they are the way they are.[/hider] [/quote] The idea was somebody who is running away for a tech heresy he committed, and so would not be eager to fuck with his new benefactor.